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LambdaPhi

19
Posts
A member registered Aug 05, 2024 · View creator page →

Creator of

Recent community posts

Thanks for the praise. The “already enough” message just meant, that you can’t split again, after already being split (for example passing 2 prisms is only possible, if the first on doesn’t split you).

First of all, thanks for deeming my game as intresting. Really sad to see, that you couldn’t progress due to a bug (I think it may have happend because of a “undo”-type button input in the level transition screen), cause normally the level should only have a starting counter of 10. You could also circumnavigate this level by going to the menu and choosing level 6. Sorry for the inconvinience and I would love it, if you came back to try it again :)

Thanks :3, maybe I’ll continue working on the project in the future.

About the “split personality”, it actually meant to represent white light going to a prism xD But yeah, if your interessted and haven’t seen some already, in the secret levels are far more splitting and merging shenanigans. About the zoom, I think I understand what you mean. Whilst I personally did’t feel that problem, my mouse wheel sensitivity was probably lower than most. If I were too continue this game in the futur, I will keep that in mind. Thanks :3

I have collected all the assets I used and made a mistake. Not all external assets are CC0, but they should still be ok. I’m crediting them on the game page, for better future visibility.

(3 edits)
How to get to Level 7

Observe that the Tree in level 6 and level 8 are the same. Now use the exit of the level 8 tree in the level 6 tree. (You can reach level 6 again either using the menu screen or that level 8 loops you back to level 1.)

How to get to S1

If a splitter has no where left to split, something magical might happen. This can occur in the beginning of level 10.

How to get to the S2 - Series

The similarity between Level 9 and S1 are not coincidental. Try walking the walk in Level 9 after getting to the exit. Another thing, because you will be going through level 9 a lot. You don’t need to solve the puzzel for a second time after unlocking the secret edge. You can just backspace into it.

How to beat the S2 - Series

If you get to S2g, the layout of the directional edges show in which sequenz you should traverse S2a - S2f. Die Spawnlocations and Colors (logo of the game) should be of use. Then a secret edge will appear in S2g.

How to get to the S4 - Series Assuming you did the S3 series (good job, I accidentally made them very annoying), in S3c there is a disconnected path. The missing link appears when the counter strikes 0.
How to get to level 11

At the bottom of level 10, you can force the merge to run out of options. So it will make some, thus temporarely clearing the used nodes. That should make the second exit accesible. Wished I could have used the machanic in later levels, but alas…

How to get to C1

In level 11 there was a color coded combination. If you use it in the S2 - Series, it will uncover a hidden path. You still need the other hidden path in S2g tho. Now you use that fact that the level progression loops. Going through S3, S4, back to level 9 and down to S2 again to insert the sequence and the oder path should have remain from the last round. (Tedious af, but not enough time to plan it better :( sorry). Nvm, just reset the S2 - Series on S2g and do it again with the other combination. (i just found out the other thing didn’t work, lesson learned, playtesting is important)

How to get to C2 Go into the C1 level which represents all the levels (that's why you travel to them through the exit. Either make sense of which node is which level or take the one bottomest left. And thats a game completion, congrats!!!
Spoiler Test Boo

The basic idea of a size based platformer is interessting, but it depends on what levels you build with them
So the two levels we got were just not enough, atleast for me, to see how this could be expanded or what the direction this game wants to go in
On the other hand, this is a game jam, so it's unreasonable for me to expect any more levels
And I liked that in the last part of the second level you can get around the last obstacle being either big or small
Overall, in it's current form, the game is to basic and unfinished, but the premise is good enough to built a full game atop of it

Thanks for the enormous praise (>w<)
the simple art was not only due to the time constraint, but my inability to draw lol
but I'm glad you think that it kinda fits.
About the controls, yeah ... I should have let other playtest it a bit sooner
Nice you got the fractal ref, fun fact irl Sierpiński studied astronomy and philosophy besides math, so thats what the dialog is inspired by;
At the start a lot more combat was planned and the snakes where a first test enemy cause I don't have to draw anything for them,
Theri home point is moved after charging at you, then they'd attack or idle; 
All in all I should have either playtested and developed the combat more or scrapped it entirely, oh well
Also no idea what's up with the monitor bug, it also doesn't happen on my Windows machine so it'll be a hell of a debug, I can't wait
I'm really thrilled you liked this game this much; it was like the first game I actually, sorta completed, so i'm happy it wasn't for naught

It was hard to tell when an enemy was in range so I went to close an suddenly I notice I already lost half of my health;
Might be my unobservantness but a hurt sound or flash of red would have helped to notice being damaged.
Overall I couldn't quite figure out, how to play this game :(
Another thing I, if I die and start the game anew, all inputs stopped doing anything

Closing out, I really liked the style of enemie placement, built that you get ambushed if you think the enemies in the clearing are the only ones, but that also exacurbates the previous issue of not noticing if I'm being attack from behind.
So if that is changed in some way and movment made more quick and reactable to sudden attacks (orientation amored core ig) I think I'd like it a lot

Someone just let me remember this meme:

I liked how hard it is to control character, so it felt like an accomplishment to finally reach the finish.
So if you made falling more common (through stamina or somthing) and punished falling more hardly (like falling nearly all the way down) it would make for a great foddian/rage game
My only real complaint is the lack of sounds, it feels kinda off to play this in complet silence idk
If you add a bit of pulish, visual storytelling (like squid escape from aquarium) and more mechanics it could be a good full game :)

Stylistically, this game is cool;
Especially the background, tentacles and organ.
My biggest current gripe with the game is, it's hard to drag the shipes aroung,
If my mouse moves to fast, I just drop them and can't recollect them again;
Anyways congrats on getting it out at all, in your devlog it sounded like a close call
Keep Jamin' :)

I think in it's current form, this game feels still to "raw", by the nature of being short and some Art and CollisionBox Weirdness.
Also please put your control schema on your store page or in the comments or smth.
I like the overall principle of a puzzel based on different abilities with different sizes, spezifically the water level was nice;
Conclusion: Solid Work for your first Game :)

First of all, the music: banger, much vibe;
Second, the time-limit is actually tighter than expected which is nice;
It would've been nice, if there was a short tutorial or something alike, my first time around I didn't know that you can double jump and how to throw grenades; Also it would have been interesting if the way back somehow changed your interactions, like you can't shot anymore, so you need to tactically clean out the enemies first while balancing your time for the way back, but thats just a suggestion
Overall, even if a bit undercooked, still fun and expandable

I understand what you mean,
I myself needed around 4 days to get used to the controls (lol);
Just sad you missed out on some lore conclusions that were built up to,
but thanks for the positive review

Btw, the collsions in the last room are so jank cause I made them literally in the last 7 min of the Jam

Yippeee :)

Sry, missed an asset credit:
SlashDashGamesStudio - Parallax Cave Background Assets